Professional Documents
Culture Documents
Fate
Nature 4
4
P: ❍❍❍❍❍❍❍
F: ❍❍❍❍❍❍ Might 3
Home: Elfland Level: 1 Current Total Total Spent Nature Descriptors: Singing, Remembering, Hiding
Raiment: green tunic embroidered Alignment: Unaffiliated
with mystical symbols Spend one point to reroll all
6s as new dice or use a wise.
Wises
A wise can be used once per test. A character can have up to four wises.
Belief The wise consider all angles before making
a decision. Persona Elven Lore- Pass Fail Fate Pers Pass Fail Fate Pers
Playing a Current Total Total Spent wise
Belief earns
Tracks-wise Pass Fail Fate Pers Pass Fail Fate Pers
a fate point
Spend one point to add 1D,
tap Nature or use a wise. You
Goal may spend up to 3 points to
I Am Wise: +1D to any test related to your wise that is made by your friend, ally or creature.
add up to 3D per roll. You can grant this aid in place of help (and thus insulate yourself from conditions, but not twists).
Accomplishing Deeper Understanding: Spend a fate point and reroll any single failed die on a test related to your wise.
a Goal earns Of Course!: Spend a persona point and reroll all failed dice on a test related to your wise.
a persona point Conditions x
Using Wises: Use a wise in four different ways (I Am Wise passed test, I Am Wise failed test, spend fate,
Fresh spend persona) and you can change the wise, or mark a Beginner’s Luck or skill advancement test.
Instinct Always identify the capabilities of new +1D to all tests until other condition.
creatures I encounter.
Using an Instinct to aid Hungry and Thirsty
-1 to disposition to any conflict.
Skills
yourself or the group Skill Rating Advancement BL Skill Rating Advancement BL
earns a fate point
Angry (Ob 2 Will) P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ W
Can’t use wises or beneficial traits. Alchemist F: ❍❍❍❍❍ Orator F: ❍❍❍❍❍
Allies and Additional Enemies Afraid (Ob 3 Will) 3 P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ H
Arcanist F: ❍❍❍❍❍ Pathfinder F: ❍❍❍❍❍
Can’t help or use Beginner’s Luck
P: ❍❍❍❍❍❍ H P: ❍❍❍❍❍❍ W
2
Exhausted (Ob 3 Health) Armorer F: ❍❍❍❍❍ Persuader F: ❍❍❍❍❍
Factor in all tests except P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ H
Resources, Circles and recovery. Cartographer F: ❍❍❍❍❍ Rider F: ❍❍❍❍❍
P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ W
FATIGUE AND RECOVERY FACTORS Injured (Ob 4 Health) Commander F: ❍❍❍❍❍ Ritualist F: ❍❍❍❍❍
Each item counts as a factor to recover from exhaustion. -1D to skills, Nature, Will P: ❍❍❍❍❍❍ W P: ❍❍❍❍❍❍ H
❍ Shield used ❍ Carrying a full large sack and Health (but not recovery). Cook F: ❍❍❍❍❍ Scavenger F: ❍❍❍❍❍
❍ Chain armor worn ❍ Casting spells P: ❍❍❍❍❍❍ P: ❍❍❍❍❍❍
Sick (Ob 3 Will) H 2 W
❍ Plate armor worn ❍ Certain spell effects -1D to skills, Nature, Will Criminal F: ❍❍❍❍❍ Scholar F: ❍❍❍❍❍
P= Pass; successful tests Advancement requires: Passed tests equal to the skill rank and failed tests equal to one
© 2013 Luke Crane, Thor Olavsrud and Ben Morgan. Permission granted to make copies for personal use. www.TorchbearerRPG.com F= Fail; failed tests. less than the rank. Learning a new skill requires: tests equal to untaxed Nature rank.
Inventory Torso
Worn Cloak
Backpack/Satchel
Backpack: Torso/Worn 2. Factor
Large Sack
Requires two hands to carry full
Camp
for Dungeoneer and Fighter. or one space when empty
Camp Procedure
Head Worn Backpack
Satchel: Torso/Worn 1 Find appropriate place to rest To make a test in camp, spend a check: test
Torches (4)
Backpack/Satchel Use Survivalist skill to set up camp (optional to recover, reequip, create scrolls, gather
Worn
Worn (Backpack) in adventure phase) supplies, but not adventure
Spell Book
Backpack/Satchel Roll on Camp Events table Each player spends a check. You cannot
Neck Belt (Spell Book)
Backpack/Satchel
Apply Camp Events result. If disaster, spend two in a row
return to adventure phase Checks may be shared (or tossed!)
Worn Pouch rations (P/3) Backpack
large sack Only Strategize: discuss conditions, checks, light After checks are expended, start new
sources and food adventure phase at turn count 1
Dagger
Hands Weapon Backpack Only
Mirror
Worn
Worn
Skin
Wine
Contents Full
X
Backpack Only
Town Lifestyle Rumors and Leads
Small Sack Small Sack
Carried Feet
Tavern: Hear Rumor (1), Drink (1), Hire Help (1-3) Market: Buy (0), Sell (0)
Carried Worn Shoes
Street: Free! Roll on events table. Guild Hall: Use Facilities (1), Hire Apprentice (1),
Stables: Recover (1), Hide out! (0) Find Work (1)
Armor Rules Flophouse: Recover (1), +1 additional recovery Temple: Religious Services (0), Pray at Shrine (1)
Armor grants -1s against successful or tied Attack or Feint actions. Helmet: After use, helmet is damaged or lost.
Inn: Recover (2), +1-2 additional recovery Other Activity: Haggle (1), Personal Business (1),
Armor benefits kill, drive off and capture conflicts only. Chain-type Armor: roll a D6: 1-3 Armor damaged and doesn’t provide further
Hotel: Recover (3), +1-2 additional recovery Dig for Leads (1), Do Research (1), Other (1)
Note Fatigue and Recovery Factors for armor on reverse. benefit. On a 4+ the armor is still useable.
Leather Armor: roll a D6. On a 4+, you reduce the thrust. On 1-3 your Plate Armor: roll a D6: On a 1-2, the armor is damaged or destroyed. On a 3+,
the armor is still useable. Against maces or warhammers, plate is still serviceable
Town Procedure
opponent attacks unhindered, but your armor is not damaged. You may
on a roll of 4+, and damaged on a 1-3. Head to town Determine accomodations
use this effect once per fight. Spears, bolts and arrows bypass effect.
Spend remaining checks to recover Make recovery tests according to
Your traveling spell book can hold up to five spell levels (five First Circle spells, or one Fifth Circle spell, or one Second Circle spell and one Third Circle spell, etc.)
Spell Name:Lightness of Being Mem: x Spell Name: Mem: Spell Name: Mem: Spell Name: Mem: Spell Name: Mem:
Spell Rules:
levitate
Lightness of Being Factors
Breadth: Caster, other person, small group
Effect: Success allows the targets to bypass a
test involving climbing or descending from a
great height.